/Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_SpringBone.h
Simple controller that replaces or adds to the translation/rotation of a single bone.
struct FAnimNode_SpringBone : public [FAnimNode_SkeletalControlBase](API\Runtime\AnimGraphRuntime\BoneControllers\FAnimNode_SkeletalControlBase)
uint8:  1
bHadValidStrength
Did we have a non-zero ControlStrength last frame.
uint8:  1
bLimitDisplacement
Limit the amount that a bone can stretch from its ref-pose length.
FVector
BoneLocation
World-space location of the bone.
FVector
BoneVelocity
World-space velocity of the bone.
uint8:  1
bRotateX
If true take the spring calculation for rotation in X
uint8:  1
bRotateY
If true take the spring calculation for rotation in Y
uint8:  1
bRotateZ
If true take the spring calculation for rotation in Z
uint8:  1
bTranslateX
If true take the spring calculation for translation in X
uint8:  1
bTranslateY
If true take the spring calculation for translation in Y
uint8:  1
bTranslateZ
If true take the spring calculation for translation in Z
double
ErrorResetThresh
If spring stretches more than this, reset it. Useful for catching teleports etc
float
FixedTimeStep
Internal use - Current timestep
FVector
LocalBoneTransform
Cache of previous frames local bone transform so that when we cannot simulate (timestep == 0) we can still update bone location
double
MaxDisplacement
If bLimitDisplacement is true, this indicates how long a bone can stretch beyond its length in the ref-pose.
FVector
OwnerVelocity
Velocity of the owning actor
float
RemainingTime
Internal use - Amount of time we need to simulate.
FBoneReference
SpringBone
Name of bone to control. This is the main bone chain to modify from.
double
SpringDamping
Damping of spring
double
SpringStiffness
Stiffness of spring
float
TimeDilation
Internal use - Current time dilation